/* THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE. COPYRIGHT 1993-1998 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED. */ /* * $Source: /cvsroot/dxx-rebirth/d1x-rebirth/main/collide.h,v $ * $Revision: 1.1.1.1 $ * $Author: zicodxx $ * $Date: 2006/03/17 19:41:33 $ * * . * * $Log: collide.h,v $ * Revision 1.1.1.1 2006/03/17 19:41:33 zicodxx * initial import * * Revision 1.1.1.1 1999/06/14 22:12:14 donut * Import of d1x 1.37 source. * * Revision 2.0 1995/02/27 11:28:59 john * New version 2.0, which has no anonymous unions, builds with * Watcom 10.0, and doesn't require parsing BITMAPS.TBL. * * Revision 1.23 1995/01/26 22:11:47 mike * Purple chromo-blaster (ie, fusion cannon) spruce up (chromification) * * Revision 1.22 1994/12/21 19:03:24 rob * Fixing score accounting for multiplayer robots * * Revision 1.21 1994/12/21 11:34:56 mike * make control center take badass damage. * * Revision 1.20 1994/10/29 16:53:16 allender * added check_effect_blowup for demo recording to record monitor explosions * * Revision 1.19 1994/10/09 13:46:48 mike * Make public collide_player_and_powerup. * * Revision 1.18 1994/10/05 14:54:29 rob * Added serial game support in control center sequence.. * * Revision 1.17 1994/09/15 16:32:12 mike * Prototype collide_player_and_nasty_robot. * * Revision 1.16 1994/09/11 15:49:04 mike * Prototype for maybe_detonate_weapon. * * Revision 1.15 1994/09/09 14:20:07 matt * Added prototype for scrape function * * Revision 1.14 1994/09/02 14:00:44 matt * Simplified explode_object() & mutliple-stage explosions * * Revision 1.13 1994/08/18 10:47:35 john * Cleaned up game sequencing and player death stuff * in preparation for making the player explode into * pieces when dead. * * Revision 1.12 1994/08/17 16:50:08 john * Added damaging fireballs, missiles. * * Revision 1.11 1994/08/03 16:45:31 mike * Prototype a function. * * Revision 1.10 1994/08/03 15:17:41 mike * make matcen whack on you if it's ready to make a robot. * * Revision 1.9 1994/07/22 12:08:03 mike * Make robot hit vclip and sound weapon-based until robot dies, then robot-based. * * Revision 1.8 1994/07/09 17:36:31 mike * Prototype apply_damage_to_robot. * * Revision 1.7 1994/07/09 13:20:36 mike * Prototype apply_damage_to_player. * * Revision 1.6 1994/06/20 23:35:52 john * Bunch of stuff. * * Revision 1.5 1994/06/17 18:04:03 yuan * Added Immaterialization... * Fixed Invulnerability to allow being hit. * * Revision 1.4 1994/05/13 20:28:02 john * Version II of John's new object code. * * Revision 1.3 1994/05/13 12:20:35 john * Fixed some potential problems with code using global variables * that are set in fvi. * * Revision 1.2 1994/05/12 23:20:32 john * Moved all object collision handling into collide.c. * * Revision 1.1 1994/05/12 20:39:09 john * Initial revision * * */ #ifndef _COLLIDE_H #define _COLLIDE_H void collide_init(); void collide_two_objects( object * A, object * B, vms_vector *collision_point ); void collide_object_with_wall( object * A, fix hitspeed, short hitseg, short hitwall, vms_vector * hitpt ); extern void apply_damage_to_player(object *player, object *killer, fix damage); // Returns 1 if robot died, else 0. extern int apply_damage_to_robot(object *robot, fix damage, int killer_objnum); extern int Immaterial; extern void collide_player_and_weapon( object * player, object * weapon, vms_vector *collision_point ); extern void collide_player_and_materialization_center(object *objp); extern void collide_robot_and_materialization_center(object *objp); extern void scrape_object_on_wall(object *obj, short hitseg, short hitwall, vms_vector * hitpt ); extern int maybe_detonate_weapon(object *obj0p, object *obj, vms_vector *pos); extern void collide_player_and_nasty_robot( object * player, object * robot, vms_vector *collision_point ); extern void net_destroy_controlcen(object *controlcen); extern void collide_player_and_powerup( object * player, object * powerup, vms_vector *collision_point ); extern int check_effect_blowup(segment *seg,int side,vms_vector *pnt); extern void apply_damage_to_controlcen(object *controlcen, fix damage, short who); extern void bump_one_object(object *obj0, vms_vector *hit_dir, fix damage); #endif